Applied Alternative Tools and Methods in the Replacement of the Game Design Document

Applied Alternative Tools and Methods in the Replacement of the Game Design Document

Pedro Henrique Roscoe Lage de Oliveira, Carlos Alberto Silva de Miranda, Joao Victor Boechat Gomide
ISBN13: 9781522590699|ISBN10: 1522590692|ISBN13 Softcover: 9781522590705|EISBN13: 9781522590712
DOI: 10.4018/978-1-5225-9069-9.ch009
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MLA

Lage de Oliveira, Pedro Henrique Roscoe, et al. "Applied Alternative Tools and Methods in the Replacement of the Game Design Document." Handbook of Research on Human-Computer Interfaces and New Modes of Interactivity, edited by Katherine Blashki and Pedro Isaías, IGI Global, 2019, pp. 148-161. https://doi.org/10.4018/978-1-5225-9069-9.ch009

APA

Lage de Oliveira, P. H., Silva de Miranda, C. A., & Gomide, J. V. (2019). Applied Alternative Tools and Methods in the Replacement of the Game Design Document. In K. Blashki & P. Isaías (Eds.), Handbook of Research on Human-Computer Interfaces and New Modes of Interactivity (pp. 148-161). IGI Global. https://doi.org/10.4018/978-1-5225-9069-9.ch009

Chicago

Lage de Oliveira, Pedro Henrique Roscoe, Carlos Alberto Silva de Miranda, and Joao Victor Boechat Gomide. "Applied Alternative Tools and Methods in the Replacement of the Game Design Document." In Handbook of Research on Human-Computer Interfaces and New Modes of Interactivity, edited by Katherine Blashki and Pedro Isaías, 148-161. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-9069-9.ch009

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Abstract

This chapter proposes and experiments alternatives to replace or optimize the use of the game design document (GDD). The creation and development of a game is accomplished by relying on the GDD, which contains all the information, such as the script, mechanics, and relevant details, so the team can use as a guide. There is no exact formula for creating a GDD, and several formats are proposed and used nowadays. Information misinterpreted or misunderstood at different levels of responsibility can create irreparable problems after the start of production. This chapter proposes the use of analog prototyping associated with benchmarking techniques and agile development as efficient alternatives to GDD, which are tested in the development of the game Forsaken Dungeons, created by one of the authors.

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